void makeCube() { glBegin(GL_QUADS); //top glColor3f(1,0,0); glVertex3f(-2.0f, 2.0f, -2.0f); glVertex3f(-2.0f, 2.0f, 2.0f); glVertex3f( 2.0f, 2.0f, 2.0f); glVertex3f( 2.0f, 2.0f, -2.0f); //bottom glVertex3f(-2.0f, -2.0f, -2.0f); glVertex3f(-2.0f, -2.0f, 2.0f); glVertex3f( 2.0f, -2.0f, 2.0f); glVertex3f( 2.0f, -2.0f, -2.0f); //back glColor3f(0,1,0); glVertex3f(-2.0f, 2.0f, -2.0f); glVertex3f( 2.0f, 2.0f, -2.0f); glVertex3f( 2.0f, -2.0f, -2.0f); glVertex3f(-2.0f, -2.0f, -2.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, texture); glBegin(GL_QUADS); //front glNormal3f( 0.0f, 0.0f, 1.0f); glColor3f(1,1,1); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.0f, 2.0f, 2.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.0f, 2.0f, 2.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.0f, -2.0f, 2.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.0f, -2.0f, 2.0f); glEnd(); glBegin(GL_QUADS); //left glColor3f(0,0,1); glVertex3f(-2.0f, 2.0f, 2.0f); glVertex3f(-2.0f, 2.0f, -2.0f); glVertex3f(-2.0f, -2.0f, -2.0f); glVertex3f(-2.0f, -2.0f, 2.0f); //right glVertex3f(1.0f, 2.0f, 2.0f); glVertex3f(1.0f, 2.0f, -2.0f); glVertex3f(2.0f, -2.0f, -2.0f); glVertex3f(2.0f, -2.0f, 2.0f); glEnd(); }